US5838329A - Fast perspective texture mapping for 3-D computer graphics - Google Patents
Fast perspective texture mapping for 3-D computer graphics Download PDFInfo
- Publication number
- US5838329A US5838329A US08/702,462 US70246296A US5838329A US 5838329 A US5838329 A US 5838329A US 70246296 A US70246296 A US 70246296A US 5838329 A US5838329 A US 5838329A
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- United States
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- line
- coordinates
- texture
- lines
- texture map
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- 238000013507 mapping Methods 0.000 title claims abstract description 8
- 238000000034 method Methods 0.000 claims abstract description 20
- 238000009877 rendering Methods 0.000 claims abstract description 8
- 238000012986 modification Methods 0.000 claims abstract description 3
- 230000004048 modification Effects 0.000 claims abstract description 3
- 238000006243 chemical reaction Methods 0.000 description 4
- 238000013459 approach Methods 0.000 description 1
- 238000010008 shearing Methods 0.000 description 1
Images
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
Definitions
- This invention relates to planar texture mapping for 3-D computer graphics.
- Planar texture mapping is the task of applying a prestored or generated image to the flat surface of a 3-D object when the object is viewed in perspective on a display.
- the projected images must be drawn in perspective. It is difficult to do this in real time, i.e. so that, animations appear to happen smoothly, particularly for computer games which often do not have sufficient computing power. Details of the subject can be found in "3-D Computer Animation” by Vince, Addison-Wesley (1992).
- the techniques currently used can be divided into two categories: (a) those which explicitly calculate the texture coordinates for every pixel of the polygon to be rendered--this involves certain calculations to be performed at each pixel, in particular at least one divide operation; and (b) those which evaluate the texture coordinates only at the edges of each horizontal span of the polygon, and then use a linear interpolation scheme to approximate their values at the intermediate pixels (or some other form of approximation).
- the reduced running times of techniques in category (b) are offset by the loss of accuracy incurred in the texture projection. If polygons rendered using these techniques are viewed close up, distortion of the texture will be seen, to a degree which may be unacceptable.
- the proposed solution is to scan convert the polygon not along horizontal scanlines but along carefully chosen angled lines, representing the lines of constant z-coordinate.
- the invention proposes a method of rendering an image on a display, comprising texture mapping of a pre-prepared texture map to flat surfaces of an object which is to be viewed in perspective on the display, characterised by scanning each surface to be texture mapped along notional lines of constant z (depth) coordinate (z-lines); and for each line of constant z, determining the object end coordinates of the lines, determining the texture values for the end coordinates, determining the texture values for the coordinates between end coordinates by interpolation, and mapping the texture values of the pre-prepared texture map to each line of constant z and thereby without modification for perspective.
- FIG. T1 shows the outline of a planar polygon which is to be rendered with texture from a texture map whose uv-coordinate space is indicated by the gridlines.
- Such a set of z-lines is shown for the example polygon, in FIG. T2.
- the z-line can therefore be rendered using two DDAs, one to track the line in uv-space, and one to obtain the screen pixels it maps to.
- the only texture coordinates explicitly calculated for the z-line are those at its endpoints.
- the method for rendering the whole polygon is therefore to drop the notion of horizontal scanlines, and instead to draw parallel to the z-lines.
- the gradient of the z-lines in view coordinates can be calculated from a knowledge of the polygon's plane equation and the geometry of the projection.
- FIG. T3 A scheme that permits this is illustrated in FIG. T3.
- the pixels making up a representative z-line can be obtained by a standard Bresenham line draw.
- the remaining z-lines are generated by vertically translating the representative z-line by the appropriate number of pixels if the line is at less than 45 degrees to the horizontal, and horizontally translating it if the line is at 45 degrees or more.
- the texture coordinates must be evaluated for the start and end of each z-line drawn to. This can either be done explicitly every time new coordinates are required, or by making use of the fact that the numerator and denominator of each of u and v are linear in both screen coordinates, and can therefore be maintained incrementally as scan conversion proceeds.
- each span consists of a contiguous block of pixels. This is not always the case for convex polygons rendered using a z-line scan.
- FIG. T4 shows the situation where a polygon edge and the z-lines have almost equal gradients--the set of pixels on a particular z-line which lie in the interior of the polygon forms a broken line. This is a result of interference between two integer approximation processes--one which generates the polygon edge, and one which generates the z-line. Two approaches may be taken:
- a bit-per-pixel mask of the actual polygon is generated using a standard horizontal scan.
- the mask is then sheared vertically (horizontally) by performing column (row) shifts on the mask.
- the sheared mask is then used to control the output of texture along z-lines, by reading the mask in rows (columns). This produces the desired polygon at the expense of shearing and reading the bit-mask.
- it is not necessary to store the mask for the entire polygon. Assuming the z-lines lie at less than 45 degrees to the horizontal (the alternative case has a similar treatment) the scan conversion process, instead of generating the mask, is used to fill a set of buckets.
- Each bucket corresponds to a z-line, and contains the screen x-coordinates of all pixel columns for which the column goes from inside the polygon to out or vice versa, on that z-line.
- a pair of entries is made for the top and bottom of the section of a pixel column that is covered by the polygon (there may be more than one pair for a concave outline).
- the z-lines are rendered in top-to-bottom order making use of a mask which has one bit for each pixel in a z-line. It is initially zeroed, and then updated incrementally before each z-line is rendered. For each bucket entry at a given z-line, the corresponding bit in the mask is toggled, to indicate that the pixel column has just crossed the polygon boundary on the current z-line.
- any planar shape can be texture mapped, such as concave polygons, disks, planar regions bounded by 2D splines, etc. provided a bit-mask can be generated of the projected interior.
- the method of scan conversion is more complicated than a standard horizontal scan. On the whole therefore, more work is required per boundary pixel.
- the technique will be faster than category (a) mentioned at the start only for polygons with an interior to boundary ratio higher than a certain value.
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- Engineering & Computer Science (AREA)
- Computer Graphics (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Image Generation (AREA)
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9406515A GB9406515D0 (en) | 1994-03-31 | 1994-03-31 | Texture mapping for 3-d computer graphics |
GB9406515 | 1994-03-31 | ||
PCT/GB1995/000751 WO1995027266A1 (fr) | 1994-03-31 | 1995-03-31 | Mappage de texture rapide, en perspective, utilise en infographie tridimensionnelle |
Publications (1)
Publication Number | Publication Date |
---|---|
US5838329A true US5838329A (en) | 1998-11-17 |
Family
ID=10752901
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US08/702,462 Expired - Fee Related US5838329A (en) | 1994-03-31 | 1995-03-31 | Fast perspective texture mapping for 3-D computer graphics |
Country Status (7)
Country | Link |
---|---|
US (1) | US5838329A (fr) |
EP (1) | EP0753183B1 (fr) |
JP (1) | JPH09511599A (fr) |
CA (1) | CA2185926A1 (fr) |
DE (1) | DE69506092T2 (fr) |
GB (1) | GB9406515D0 (fr) |
WO (1) | WO1995027266A1 (fr) |
Cited By (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20020158880A1 (en) * | 2001-04-25 | 2002-10-31 | Williams Steven P. | Methods, apparatus and computer program products for modeling three-dimensional colored objects |
US20020163519A1 (en) * | 2000-06-05 | 2002-11-07 | Shigeru Kitsutaka | Game system, program and image generating method |
US20030063383A1 (en) * | 2000-02-03 | 2003-04-03 | Costales Bryan L. | Software out-of-focus 3D method, system, and apparatus |
US6577320B1 (en) | 1999-03-22 | 2003-06-10 | Nvidia Corporation | Method and apparatus for processing multiple types of pixel component representations including processes of premultiplication, postmultiplication, and colorkeying/chromakeying |
US20050007365A1 (en) * | 2003-07-07 | 2005-01-13 | Jiangen Cao | Graphic engine for rasterizing a straight edge in a resource-constrained device |
US20060256115A1 (en) * | 2003-07-07 | 2006-11-16 | Arcsoft, Inc. | Graphic Engine for Approximating a Quadratic Bezier Curve in a Resource-Constrained Device |
US7142211B2 (en) | 2003-07-07 | 2006-11-28 | Arcsoft, Inc. | Graphic engine for fill style transferring in a resource-constrained device |
US20090125418A1 (en) * | 2001-12-27 | 2009-05-14 | Proto Labs, Inc. | Automated Quoting Of Molds And Molded Parts |
Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO1997042605A1 (fr) * | 1996-05-06 | 1997-11-13 | Philips Electronics N.V. | Procede et dispositif de cartographie d'une surface sur une image bidimensionnelle |
US6410643B1 (en) | 2000-03-09 | 2002-06-25 | Surmodics, Inc. | Solid phase synthesis method and reagent |
KR20030062313A (ko) * | 2000-08-09 | 2003-07-23 | 다이나믹 디지탈 텝스 리서치 피티와이 엘티디 | 영상 변환 및 부호화 기술 |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4615013A (en) * | 1983-08-02 | 1986-09-30 | The Singer Company | Method and apparatus for texture generation |
US5343558A (en) * | 1991-02-19 | 1994-08-30 | Silicon Graphics, Inc. | Method for scan converting shaded triangular polygons |
US5345541A (en) * | 1991-12-20 | 1994-09-06 | Apple Computer, Inc. | Method and apparatus for approximating a value between two endpoint values in a three-dimensional image rendering device |
US5469535A (en) * | 1992-05-04 | 1995-11-21 | Midway Manufacturing Company | Three-dimensional, texture mapping display system |
US5649082A (en) * | 1995-03-20 | 1997-07-15 | Silicon Graphics, Inc. | Efficient method and apparatus for determining texture coordinates for lines and polygons |
-
1994
- 1994-03-31 GB GB9406515A patent/GB9406515D0/en active Pending
-
1995
- 1995-03-31 EP EP95913283A patent/EP0753183B1/fr not_active Expired - Lifetime
- 1995-03-31 WO PCT/GB1995/000751 patent/WO1995027266A1/fr active IP Right Grant
- 1995-03-31 DE DE69506092T patent/DE69506092T2/de not_active Expired - Fee Related
- 1995-03-31 US US08/702,462 patent/US5838329A/en not_active Expired - Fee Related
- 1995-03-31 JP JP7525516A patent/JPH09511599A/ja active Pending
- 1995-03-31 CA CA002185926A patent/CA2185926A1/fr not_active Abandoned
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4615013A (en) * | 1983-08-02 | 1986-09-30 | The Singer Company | Method and apparatus for texture generation |
US5343558A (en) * | 1991-02-19 | 1994-08-30 | Silicon Graphics, Inc. | Method for scan converting shaded triangular polygons |
US5345541A (en) * | 1991-12-20 | 1994-09-06 | Apple Computer, Inc. | Method and apparatus for approximating a value between two endpoint values in a three-dimensional image rendering device |
US5469535A (en) * | 1992-05-04 | 1995-11-21 | Midway Manufacturing Company | Three-dimensional, texture mapping display system |
US5649082A (en) * | 1995-03-20 | 1997-07-15 | Silicon Graphics, Inc. | Efficient method and apparatus for determining texture coordinates for lines and polygons |
Non-Patent Citations (4)
Title |
---|
EUROGRAPHICS, 2 Sep. 1991 -- 6 Sep. 1991, Amsterdam, NL, pp. 385-396, XP000300282, Abi-Ezzi adn Shirman, Tesselation of Curved Surfaces Under Highly Varying Transformations. |
EUROGRAPHICS, 2 Sep. 1991 6 Sep. 1991, Amsterdam, NL, pp. 385 396, XP000300282, Abi Ezzi adn Shirman, Tesselation of Curved Surfaces Under Highly Varying Transformations. * |
IEEE Computer Graphics and Applications, vol. 6, No. 9, Sep. 1986, New York, NY pp. 40 53, XP 000004804, Bier and Sloan, Two Part Texture Mapping. * |
IEEE Computer Graphics and Applications, vol. 6, No. 9, Sep. 1986, New York, NY pp. 40-53, XP 000004804, Bier and Sloan, Two-Part Texture Mapping. |
Cited By (13)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6577320B1 (en) | 1999-03-22 | 2003-06-10 | Nvidia Corporation | Method and apparatus for processing multiple types of pixel component representations including processes of premultiplication, postmultiplication, and colorkeying/chromakeying |
US20050146788A1 (en) * | 2000-02-03 | 2005-07-07 | Costales Bryan L. | Software out-of-focus 3D method, system, and apparatus |
US20030063383A1 (en) * | 2000-02-03 | 2003-04-03 | Costales Bryan L. | Software out-of-focus 3D method, system, and apparatus |
US20020163519A1 (en) * | 2000-06-05 | 2002-11-07 | Shigeru Kitsutaka | Game system, program and image generating method |
US6828969B2 (en) * | 2000-06-05 | 2004-12-07 | Namco Ltd. | Game system, program and image generating method |
US6853373B2 (en) | 2001-04-25 | 2005-02-08 | Raindrop Geomagic, Inc. | Methods, apparatus and computer program products for modeling three-dimensional colored objects |
US20020158880A1 (en) * | 2001-04-25 | 2002-10-31 | Williams Steven P. | Methods, apparatus and computer program products for modeling three-dimensional colored objects |
US20090125418A1 (en) * | 2001-12-27 | 2009-05-14 | Proto Labs, Inc. | Automated Quoting Of Molds And Molded Parts |
US20050007365A1 (en) * | 2003-07-07 | 2005-01-13 | Jiangen Cao | Graphic engine for rasterizing a straight edge in a resource-constrained device |
US20060256115A1 (en) * | 2003-07-07 | 2006-11-16 | Arcsoft, Inc. | Graphic Engine for Approximating a Quadratic Bezier Curve in a Resource-Constrained Device |
US7142211B2 (en) | 2003-07-07 | 2006-11-28 | Arcsoft, Inc. | Graphic engine for fill style transferring in a resource-constrained device |
US7161597B2 (en) * | 2003-07-07 | 2007-01-09 | Arcsoft, Inc. | Graphic engine for rasterizing a straight edge in a resource-constrained device |
US7764287B2 (en) | 2003-07-07 | 2010-07-27 | Arcsoft, Inc. | Graphic engine for approximating a quadratic bezier curve in a resource-constrained device |
Also Published As
Publication number | Publication date |
---|---|
EP0753183A1 (fr) | 1997-01-15 |
GB9406515D0 (en) | 1994-05-25 |
CA2185926A1 (fr) | 1995-10-12 |
DE69506092T2 (de) | 1999-07-15 |
JPH09511599A (ja) | 1997-11-18 |
EP0753183B1 (fr) | 1998-11-18 |
WO1995027266A1 (fr) | 1995-10-12 |
DE69506092D1 (de) | 1998-12-24 |
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Legal Events
Date | Code | Title | Description |
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AS | Assignment |
Owner name: ARGONAUT TECHNOLOGIES LIMITED, ENGLAND Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:DAY, MICHAEL R.;REEL/FRAME:008450/0511 Effective date: 19961120 |
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REMI | Maintenance fee reminder mailed | ||
LAPS | Lapse for failure to pay maintenance fees | ||
STCH | Information on status: patent discontinuation |
Free format text: PATENT EXPIRED DUE TO NONPAYMENT OF MAINTENANCE FEES UNDER 37 CFR 1.362 |
|
FP | Lapsed due to failure to pay maintenance fee |
Effective date: 20021117 |